Esempio n. 1
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 public GuildResultInfo(GuildResult result, ulong guildId = 0ul, string referenceString = "", uint referenceId = 0u)
 {
     Result          = result;
     GuildId         = guildId;
     ReferenceString = referenceString;
     ReferenceId     = referenceId;
 }
Esempio n. 2
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        /// <summary>
        /// Check whether the given inviter may invite the given target
        /// Sends result to the inviter
        /// </summary>
        /// <param name="inviter">inviter's character, can be null. If null, sending result is suppressed</param>
        /// <param name="target">invitee's character, can be null</param>
        /// <param name="targetName">invitee character's name</param>
        /// <returs>result of invite</returs>
        public static GuildResult CheckInvite(Character inviter, Character target, string targetName = null)
        {
            GuildResult err = GuildResult.SUCCESS;

            var inviterMember = inviter.GuildMember;

            if (inviterMember == null)
            {
                err = GuildResult.PLAYER_NOT_IN_GUILD;
            }
            else if (target == null)
            {
                // target is offline or doesn't exist
                err = GuildResult.PLAYER_NOT_FOUND;
            }
            else if (inviter == target)
            {
                err = GuildResult.PERMISSIONS;
            }
            else if (target.GuildMember != null)
            {
                err = GuildResult.ALREADY_IN_GUILD;
            }
            else if (target.IsInvitedToGuild)
            {
                err = GuildResult.ALREADY_INVITED_TO_GUILD;
            }
            //else if (inviter.Asda2FactionId != target.Asda2FactionId)
            //{
            //    //Check if the inviter and invitee are from the same faction
            //    err = GuildResult.NOT_ALLIED;
            //}
            else
            {
                if (!inviter.Role.IsStaff)
                {
                    if (!inviterMember.HasRight(GuildPrivileges.InviteMembers))
                    {
                        err = GuildResult.PERMISSIONS;
                    }
                    else if (target.IsIgnoring(inviter))
                    {
                        err = GuildResult.PLAYER_IGNORING_YOU;
                    }
                    else
                    {
                        return(GuildResult.SUCCESS);
                    }
                }
                else
                {
                    return(GuildResult.SUCCESS);
                }
            }
            inviter.SendSystemMessage(string.Format("Unable to invite {1} cause : {0}.", err, targetName));
            //GuildHandler.SendResult(inviter.Client, GuildCommandId.INVITE, targetName, err);
            return(err);
        }
Esempio n. 3
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        public override async Task <GuildResult> Get(GuildQuery request, ServerCallContext context)
        {
            var result = await _database.GetGuildAsync(request.Id);

            if (!result.Success)
            {
                return(new GuildResult {
                    Status = Status.Failed
                });
            }

            var output = new GuildResult
            {
                Status = Status.Success
            };

            if (result.Value is not null)
            {
                output.Data = JsonSerializer.Serialize(result.Value);
            }

            return(output);
        }
Esempio n. 4
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		/// <summary>
		/// Sends result of actions connected with guilds
		/// </summary>
		/// <param name="client">the client to send to</param>
		/// <param name="commandId">command executed</param>
		/// <param name="resultCode">The <see cref="GuildResult"/> result code</param>
		public static void SendResult(IPacketReceiver client, GuildCommandId commandId, GuildResult resultCode)
		{
			SendResult(client, commandId, string.Empty, resultCode);
		}
Esempio n. 5
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		/// <summary>
		/// Sends result of actions connected with guilds
		/// </summary>
		/// <param name="client">the client to send to</param>
		/// <param name="commandId">command executed</param>
		/// <param name="name">name of player event has happened to</param>
		/// <param name="resultCode">The <see cref="GuildResult"/> result code</param>
		public static void SendResult(IPacketReceiver client, GuildCommandId commandId, string name,
									  GuildResult resultCode)
		{
			// TODO: change params to enums
			using (var packet = new RealmPacketOut(RealmServerOpCode.SMSG_GUILD_COMMAND_RESULT))
			{
				packet.WriteUInt((uint)commandId);
				packet.WriteCString(name);
				packet.WriteUInt((uint)resultCode);

				client.Send(packet);
			}
		}